Special Equipment. Al-Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10 to determine how many charges the staff has remaining.
Magic Resistance. Al-Manshoon has advantage on saving throws against spells and other magical effects, while wearing her robe of the archmagi or not.
Innate Spellcasting (Psionics). The Al-Manshoon’s innate spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). She can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: [spells]dominate monster[/spell], plane shift (self only)
Spellcasting. Al-Manshoon is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, false life, magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, haste, thunder step
4th level (3 slots): fire shield, greater invisibility, polymorph
5th level (3 slots): Bigby’s hand, modify memory, scrying
6th level (1 slot): disintegrate, flesh to stone
7th level (1 slot): finger of death, simulacrum
8th level (1 slot): feeblemind, mind blank
9th level (1 slot): imprisonment, power word kill
Staff of Power. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Al-Manshoon can expend 1 of the staff’s charges to deal an extra 3 (1d6) force damage on a hit.
Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Blast (Recharge 5–6). Al-Manshoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Al-Manshoon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Al-Manshoon regains spent legendary actions at the start of its turn.
Paralyzing Touch (Costs 2 Actions). Al-Manshoon uses its Paralyzing Touch.
Mind Blast (Costs 3 Actions). Al-Manshoon recharges its Mind Blast and uses it.
Staff of Power (Costs 1-3 Actions). Al-Manshoon uses the Staff of Power to expend or more of its charges to cast one of the following spells from it: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
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